We proposean approachfor modeling surfacedetails such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate patterns of geometric elements using a biologically-motivated cellular development simulation together with a constraintto keepthe cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonalmesh. Our simulation combines and extends previous work in developmental models and constrained particle systems. Key Words: particle systems, developmental models, data amplification, constraints, texture mapping, bump mapping, displacement mapping
Kurt W. Fleischer, David H. Laidlaw, Bena L. Curri